Need some help with Quake Wars and the Quake Wars Tactical Assault mod, please!


(Arcodus) #1

Hi all,

I’ve recently picked up Quake Wars again and I am trying out the Quake Wars Tactical Assault mod, but I need some help!

1, how do you call in/down/request vehicles in Quake Wars Tactical Assault mod? For example the cyclops?

2, I just recalled that I dislike the game’s keybindings. I had trouble flying in quake Wars, but I cant change the flyer(also the ground vehicle for that matter) controls without changing the infantry keybinds. I remember something about modifying a text file but I dont know how to do it by my self. Could somebody guide or assist me in crafting the best control scheme for me to use?


(taw_m0nsta) #2

If am correct its working ok in vanilla mode, just use the Quick chat menu (if you made some points). You have to set some server configs to define how fast/easy (by LP & FE points) and which vehicles you should be able to drop them, and you can define if the normal vanilla vehicles will spawn in base, just for once, or not. Noticed the QWTA site is down, but I have all the options stored somewhere… Can past them here if you want?


(Arcodus) #3

Oh yes, please post them here, that would be very nice! It would be nice to have the vanilla vehicles spawn at bases, like regular Quake Wars!

May I ask you if you know how to change controls using… configs was it? Thing is, looong time ago, at Splash Damage’s former Quake Wars forum there was a fellow whose name I no longer recall that helped me craft some sort of text file to put into the game that gave me the keybinds that I needed for the flying vehicles, without changing the infantry keybinds. I can no longer find the post…

But do you know how to do that? If so I would like to ask for your help in this matter! Then my journey back to full Quake Wars enjoyment shall be complete! Thanks for reading!


(taw_m0nsta) #4

Yup configs. You can create local (personal) configs to set keybinds and gamesettings, and you have server configs, which define the play rules.

For a custom event i used the fallowing settings:

// weapons and tools
set g_useBaseETQW12Shotguns 0;g_useRealisticWeapons 0 // just vanilla spread and speed weapons
set g_useQuake4Hyperblaster 0 // no hyperblaster lockon
set g_useQuake4Railgun 1 // yes to multiple targets with 1 shot
set g_useShieldAbsorber 1 // shield-absorbing altfire mode with right click
set g_useGibKills 1 // none revivable 'back’stab
set g_allowEMPFriendlyFire 1 // can disable friendly vehicles
set g_artilleryWarning 1 // bigger surprise, forces communication

// vehicles settings
set g_advancedVehicleDrops -1 // yes, all
set g_useBaseETQWVehicleCharge 1 //
set g_useBaseETQWVehicleCredits 1 // you might want to set this to 0
set g_useBaseETQWProficiencies 0 // 0 requires more FL/LP points
set g_useVehicleAmmo 1 // limited ammo to prevent spammers
set g_useVehicleDecoyAmmo 0 // unlimited decoys on
set g_vehicleDropsUseLP 1 //
set g_vehicleDropsUseFE 1 //
set g_vehicleSpawnsUseFE 1 // hmm?

set g_huskyIcarusDropsIgnoreFE 1
set g_huskyIcarusDropsIgnoreLP 1

set g_vehicleSpawnMinPlayersHusky 1 // the numbers are required players on the server to spawn vehicles
set g_vehicleSpawnMinPlayersPlatypus 1
set g_vehicleSpawnMinPlayersArmadillo 1
set g_vehicleSpawnMinPlayersTrojan 4
set g_vehicleSpawnMinPlayersBumblebee 4
set g_vehicleSpawnMinPlayersTitan 8
set g_vehicleSpawnMinPlayersJupiter 16 // shoots green small deathly darkmatters (searches for nearby targets)
set g_vehicleSpawnMinPlayersAnansi 12

set g_vehicleSpawnMinPlayersIcarus 1
set g_vehicleSpawnMinPlayersHog 1
set g_vehicleSpawnMinPlayersDesecrator 4
set g_vehicleSpawnMinPlayersAbaddon 4 // spits fire and shoots an unlimited range constant blast
set g_vehicleSpawnMinPlayersTormentor 12
set g_vehicleSpawnMinPlayersCyclops 16

set g_disableVehicleRespawns 0 // after explosion they simply spawn back in base after a few sec

There are enough server config related topics in this forum if i am correct,
a good page to find all vanilla and promod settings at http://teamipx.frontier-au.net/testsite/gaming/games/etqw/team-ipx-etqw-server-install-guide

Susefreak made a final weapon clip patch TA, make sure you have it…


(Arcodus) #5

Thank you most kindly for providing these config settings and telling me of this forum’s bounty of config threads, I greatly appreciate it!


(Arcodus) #6

I got a couple of questions again but also progress to tell!

My flyer controls are getting better, I am using an autoexec config, though there are a couple of hiccups: there was some sort of “airbrake” command for the flyers, right? I’d like to bind it to “s” but I dont know what it’s called in… “config writing”. Also, I’d like to map the vehicle countermeasure flare to left alt for all vehicles but again I do not know what it should be written as in the autoexec. I have had difficulties tracking down script resources, do you know what these bindings are called?

For the wheeled vehicles I’d like to map the handbrake action to the space bar. Is the command “_handbrake”?

Finally, to get the Quake Wars Tactical Assault mod to spawn vehicles at bases and outposts, like vanilla quake wars, I assume it’s these lines of text I should use:
set g_useBaseETQWVehicleCharge 1
set g_useBaseETQWVehicleCredits 0
set g_useBaseETQWProficiencies 0, right?


(taw_m0nsta) #7

Yes your right about the last part. Charge is the on or off to spawn vehicles in base if am correct, credits are related to spawntime and proficiencies are related to how many points points you need to earn the rewards.

Susefreak made a nice guide specific for QWTA:
http://www.scribd.com/doc/21832518/Qwta-Guide (covers all settings)

Here are some sources where you should find all the binds related to ETQW vanilla/basics.
http://www.tweakguides.com/ETQW_1.html
http://www.mattc0m.com/etqw/scripting.html

You should be able to have separated configs file specific for vehicles, and activate them by a keybind.
Hopefully you become much wiser in this after reading:
http://etqw.geezergaming.com/newbies/iffy_autoexec.php
http://etqw.geezergaming.com/newbies/controls.php

Let me know if you already have the vanilla map files that will include the ‘new’ vehicles in base (instead dropping them down manually).


(Arcodus) #8

Right, I am nearly there, but I have hit a snag: base vehicles does not appear… I have added these lines:

set g_useBaseETQWVehicleCharge 1
set g_useBaseETQWVehicleCredits 0
set g_useBaseETQWProficiencies 0

to my autoexec file in , Documents\id Software\Enemy Territory - QUAKE Wars\sdnet\arcodus\base folder, I’ve tried putting it in Documents\id Software\Enemy Territory - QUAKE Wars\sdnet\arcodus\qwta folder but I cant get it to work! The vehicle bindings work but not this, I dont know what I am doing wrong.

By the way, my intentions is to play primarily against the computer, should the base vehicle command text go in another autoexec and if so where should it be placed?

As for the new vehicles I dont need them to spawn at the bases, I like it fine that they are “call in” only, special issue!

I made the file myself but I could not have done it without your help, but I need assistance one last time. Would you help me getting the base vehicles spawning, please?


(taw_m0nsta) #9

try set them all on 3?